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Forum Main>>Faction Talk>> War failure time limit??
Gemgenie

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Thread created on Tue Oct 08, 2013 11:31:48
Last replied to on Wed Oct 09, 2013 20:21:35
Probably a silly question but I had a war failure notice this morning on one of the factions ours had declared on.

No hits had been done by either side (they were a filler added but not used during a chain) but it was only about 18 hours since declaration to the failure notice - does a war time out if no hits are done in that time?? Has the time been reduced?? I dont remember it happening that fast in the past.

Any help gratefully received as its been a while since I was Co-leader.

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Sathanis

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Posted on Tue Oct 08, 2013 12:41:06
This is from announcements

- Faction wars will end if they are not active enough. An algorithm has been created which we think is pretty fair and shouldn't effect factions who are serious about seeing wars through. A certain amount of attacks are needed (from either or both sides) on a constant basis in order to keep a war going - otherwise they'll automatically end with a NAP. This process is to prevent inactive wars clogging up the 300 or 500 'warring members' limit.



Last Edited: Tue Oct 08, 2013 12:41:28
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Gemgenie

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Posted on Tue Oct 08, 2013 12:50:16
Ah ok cool thanks mate.

Crappy algorithm though - 18 hours really isnt very long at all.

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Penicillin

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Posted on Tue Oct 08, 2013 14:00:58
Unless something has changed, it was probably more than 18 hours, but it could have been as little as just over 24 hours.

Wars auto-NAP when the total number of hits made by both sides do not equal 50% of the faction with the lower member count per day cumulatively. For example, your crew has 20 members and you declare on another crew with 10 members. Five hits would need to be made per day. If you made 10 hits the first day, that would carry the war for two days. Additionally, at least one hit needs to be made every 3 days.

The system checks once a day (at 6:30am TCT if I remember correctly) to see if the required hits have been made. The first check is free. So, if you started a war a 6am TCT, it would not time out 30 minutes later, but if the minimum is not met, it will time out at 6:30am the next day.

It really is a pain in the ass and negatively effects weaker crews, who are trying to get something going, far more than the big well organized crews. It really should be loosened up but we all complained about it when it was first created and Ched wouldn't listen.

Last Edited: Tue Oct 08, 2013 14:07:13
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Usopp

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Posted on Tue Oct 08, 2013 15:04:39
By Gemgenie [256093]
Ah ok cool thanks mate.

Crappy algorithm though - 18 hours really isnt very long at all.


long enough to finish a war ........

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Regret

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Posted on Tue Oct 08, 2013 15:12:50
By Usopp [328951]
By Gemgenie [256093]
Ah ok cool thanks mate.

Crappy algorithm though - 18 hours really isnt very long at all.


long enough to finish a war ........


That's easy for you to say..

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Gemgenie

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Posted on Wed Oct 09, 2013 20:21:35
Thats the thing though we were not looking to finish the war. They were there for cannon fodder and didnt get used on the day we declared, doesnt mean they wouldnt have been used the day after though.

Forum Main>>Faction Talk>> War failure time limit??
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